abcdefh wrote:
Example:
AYANE_DLCU_001
targetObjGeo = 1
targetObjGeoMesh = 1
In this case.
Offset of MtrCol after IdxLay becomes 0x4E.
It performs the last 2 bytes added to boundary adjustment of IdxLay, do you should not be with the 0x50 offset of MtrCol?
Even though MtrCol does not appear at position 0x0 the TMC still points to MtrCol properly, so the game still functions correctly. I have not seen this break the game yet, so it is something that is a priority for me to fix yet.
Rosalin wrote:
@Protocol
Basically, the tool I made is rip off of yours,
there are two main reasons I made it.
First one is, you can see clothing or, tail or some sort of physics simulations is completely getting wrecked with only 2 bone sync.
I didn't check every cases, try your tool with Helena's cat woman costume. (with the tail)
You will see a crazy dancing of the tail.
When I synced GblMtx additionally, I could see tail is stabled and it's shaking just normally.
Second, a japanese modder made a tool for importing tmc(not a tmcmesh) to blender.
And it shows bones shapes, too.( even if we can't edit it.)
But his tools shows the bones based on the GblMtx not based on BnofsMtx or Hielay.
So I made another version which can go with it.
you know, I used your tool for my mods and it shows always Lisa's bone with his script in blender, whatever the character is. Because it didn't handled GblMtx.
I hope that I didn't violate copyright

.
That's all
Rosalin wrote:
Does anyone know how to handle ACSCLS part?
I want to inject hair collision options without intterupting other clothing simulation stuffs. you know, short haired character like lisa or tina doesn't have hair collision features in their TMC file. So hairs pass through the body when I give it to long haired characters.
I was able to replace entire ACSCLS part with other character with long hair, and that made hair collisions working but, it might have killed other physics stuffs.
I hope to know just how to add it.
Ok, nice. I didn't realize that GlblMtx needed to be updated. I can look into that after finishing current projects, but it won't be for a while. I have no problem that you used my code. If I were concerned, I would not have made it available.
I do not know anything about the ACSCLS... yet... But collectively it seems like we're getting close to understanding most of what the TMC does. I have to finish rebuilding some of my code for my current project which will treat the TMC like a class. This will help access sections of the TMC better for reading and writing. At least this way once we know how the ACSCLS does work it may make it easier to manipulate.
***
In other news, I got the Xbox injector working and tested, but so far only for DOA5 core costume files work. Demo & NG files don't work because the file structure is slightly altered and my noob hack-ish methods aren't restructed well. This prompted to re-write the TMC class better which will help solve this problem AND help with the process of inserting items for GeoDecl, NodeLay, anything needed to add an object. So I'm basically treating everything like a structure somewhat similar to the unfinished approach that mariokart had with the initial PC stuff. I should have an update for the MeshInjector soon.
@bbb this means I'm finally getting close to automatically pulling over the NG Ayane costume(s).

Although, I'll still need to handle bone insertion and stuff to make it truly accurate which will still take a bit. If I do figure that out though at least we could get some animations working on those missing costumes.